TMNT: Change is Constant

  • 1-5 players

Setup

  1. Select a battle from the adventure comic.
  2. Select heroes. The adventure dictates # of heroes.
  3. Each hero takes:

Game Round

  • 3 phases: Setup, Battle, Clean-up

Setup Phase

  • Roll action dice and arrange them.
    • Once: May spend 1 Focus to re-roll some or all action dice.
    • Arrange dice by sharing left die with player to the left and right die with player to the right.
  • Shuffle any initiative cards still in play face-down into the initiative deck.

Battle Phase

  • Draw initiative card and flip it face up. It will either be a hero or villain.

Hero Turn

  • Spend action dice in any order.
  • May use 1 special move card.
  • Double icons cannot be split up.
  • Combine or divide up action dice for better chances or more movement points.

Villain Turn

  • All figures of the initiative card type are activated if they have a line of sight on a hero.
  • Leaders get 3 actions, are KO'ed if their life reaches 0 and do not respawn.
  • Minions get 2 actions, are KO'ed if their life reaches 0 and may respawn at the end of each round.

Clean-up Phase

  • Once the initiative deck is exhausted, the round is over.
  • Spawn new minions.
    • p35
  • Move round tracker.

Actions

  • Move (Skateboard)
    • For each move icon spent, receive move points equal to hero attribute.
    • Move points are lost if not spent.
    • Diagonal movement is allow, even squeezing between two tight spaces.
    • Cannot enter a space containing another figure.
    • Can move through knocked down figures, but not end their turn on them.
    • If adjacent (even diagonally) to an enemy, spend 1 extra move point for each adjacent enemy to break away.
    • Follow terrain effects. Slow, unstable, harmful.
  • Melee (Katana)
    • For each melee icon spent, choose an adjacent figure (diagonal counts) and make a melee strike.
    • p18
  • Ranged (Shuriken)
    • For each ranged icon spent, choose a non-adjacent figure (diagonal counts) within LoS and make a ranged strike.
    • p19
  • Defense (Shell)
    • Defense icons are never spent.
    • A character receives a +1 bonus to their Defend attribute as long as the icon remains in play.
  • Mixed
    • A mix between Defense and Move, Melee or Ranged.
    • Provides defense as well as the other action.
  • Chi - Do all of the following:
    • Regain 1 focus (don't exceed starting focus)
    • Roll 1 battle die to heal. p35
    • Turn die to any other side of their choice.

Line of Sight

  • p28